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perfect drop compendium


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using the DDDK it's only possible for the OP's method to wait for the update to the DDDK.

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this guardian has some more upgrades, range, etc.

This thread really only applies to level/challenge rewards, not to superloot drops or superloot tavern sales.

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Found a fairy in my shop after doing hard glitterhelm with 29 base healing.

(According to the wiki) You're on mobile and you were actually doing monster fest challenge(same map)? If so, it makes sense. For the record, this compendium is(or was, anyway) accurate only for PC. And possibly console. I dunno since I don't have that version.

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No, this was on the PC version only, I don't have the mobile version and I don't play the xbox version anymore.

EDIT: I also just got a Crystal Tracker drop with 29 upgrades and 153 base damage, so I would think it is safe to say that 1.11 probably changed some of the max stats of items.

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I also had a 28^ Crystal Tracker drop a while ago, I thought it was a bug. This is the challenge reward from Warping Core right?

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This is no longer uptodate because with patch 7.11b, a lot of items changed. We can have a sic with 38 upgrades and more basic damage. Also for crystal tracker with 33 ups.

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This is no longer uptodate because with patch 7.11b, a lot of items changed. We can have a sic with 38 upgrades and more basic damage. Also for crystal tracker with 33 ups.


Let me get this straight, you can get a crystal tracker with 33 ups now from the same warping core challenge?

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This does seem accurate for the console as another person stated. With the PS3 version, I have found weapons at the same stat or close to the amount but never higher.

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Hey, my apologies if I've come a little late to the party, but today I got the (crazy) idea to try and find out some maximum values for the four TF2 familiars and the Aperture Science HPD. These are the bonus items that can be found in the Tavern and are one-of-a-kind (unless you can trade with someone else for another one or buy one from them). Unfortunately, despite being interested in a lot of geeky computer stuff, having dabbled in 3 different languages, being a fairly proficient macro/script writer and having a beginning of an understanding about a computer's memory, I couldn't grasp a single thing about what people said regarding the modding tools - actually, I couldn't even find the EXE file to run them. So, I just did it the old fashioned way: deleted my save files, started a new file, broke the crates, checked the items, then started again. I did this for something over 3 hours and got around 150 tests in, and I found out some pretty interesting stuff regarding how the game generates (at least these) items.

First of all, I'll post the data for each of the familiars. It's not pretty or anything so please bear with me.

Heavy
ATK: 23-29
Hero ATK: 15, 16, 18-23
Max Levels: 20-29
Best actual drop I got: 23 / 18 / 29

Pyro
ATK: 16-20
Tower ATK: 15, 18-23
Max Levels: 20-28
Best actual drop I got: 20 / 18 / 28

Medic
ATK: 5-6
Hero HP: 13, 18-23
Max Levels: 20-28
Best actual drop I got: 6 / 18 / 28

Engineer
ATK: 18-23
Tower HP: 13-23
Max Levels: 20-28
Best actual drop I got: 22 / 19 / 28

The familiars are where the really interesting info is in this research. First of all, it was apparent to me for most of the process that the ATK was dependent upon the familiar, the bonus stat was always 13-23, and the levels were 20-28. What I also learned is that, barring a few exceptions (that I think I'm still missing values for), there is always a median that is exactly between the lowest value and the highest value (which means there's always an odd number of values). 13-23 does this with 18 and 20-28 does this with 24. The ATK values also do this, except for the Medic and the Engineer, and I think I just didn't find all their values.

The median is significant when dealing with Bonus Stat randomization because (in the case of these items, at least) it makes a cut-off point so that everything below the median is very hard to get (so you're far less likely to get crappy items). If you look at those values for each familiar, I always had 18-23 (18 being the median), but only on the Engineer did I get everything below 18, and on the others I only got a few values under. I got 18-23 very consistently. While 23 is rare, 13 is extremely rare and I only ever saw it twice. This use of the median also worked with the HPD's Ammo stat (or at least I think it was Ammo, I didn't actually pay attention to what it was!), which you'll see later. All this didn't apply to the ATK value though, and those were very frequently at their lowest, and not too occasionally at their highest.

For a while, I had it dialed in to where the familiar's max ATK value, median Stat Bonus value, and (of course) Max Level value were the best combination I could find; I found a couple of these combinations more than once for specific items. My best Engineer find kind of threw it off (especially since I don't have an exact median for its Stat Bonus value), and then, on what I ended up making my last run, the Heavy popped up with a 29 Max Level, the first I'd seen, with lowest ATK and median Stat Bonus. I made sure to take a screenshot of it; you can see it here. I swear that none of these are hacked. I spent some time on this and I'm interested in actually knowing true stuff about this game, because I love it!

Anyway, I'll post results for the gun now.
Aperture Science HPD
ATK: 112
Ammo: 115, 116, 121, 122, 129, 138, 140-152, 154-161
Hero HP: 3-6
Hero SPD: 4-6
Hero ATK: 2-6
Hero CR: 4-6
Tower HP: 4-6
Tower FR: 4-6
Tower ATK: 2-6
Tower RNG: 2, 4-6
Max Levels: 12-26
Best actual drop I got: 112 / 159 / 6 / 4 / 6 / 4 / 4 / 4 / 6 / 4 / 26

That was a really sick drop. Didn't quite max the Ammo, but I had three 6s in Stat Bonuses and (of course) the highest Max Levels. Again, the Ammo stat rarely made it under the median, which I believe to be 138, and I'm missing quite a few values below that point. With so many stats though, this gun is VERY variable. Also, it's not a guarantee that everything will "add up". The stats do seem to be bounded to each other in an interesting way - I don't think I'll ever see an item drop with max everything even when it has as few possibilities as the Medic - but at the same time, you don't always get as good a deal as other times. One time, I got a 112 / 155 / 4 / 4 / 4 / 4 / 4 / 5 / 4 / 5 / 26 HPD, which is basically less of everything; less ammo, less 5s than 6s and no 6s. I also got some pretty weak Heavy drops before the 29er. So, it's strange and, ultimately, pretty random how it works, but I think I learned some interesting stuff and I thought I would share it, even if it might be rendered inaccurate in a later patch (I used 7.12b by the way). Maybe there's something to learn from this data... or maybe it's just a fun read and not really worth too much in the end.

If anyone wants to continue this with better tools at their disposal, I'd be interested to see what results they get. I never did get the Medic and the Engineer to give me an exact median for the Bonus Stats...

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The stupid super loot has made challenge weapons useless and outdated, but nonetheless...

http://cloud.steampowered.com/ugc/648747633978869125/590B74AB3FF25D27565F792DDBFEC16C3D7CD52A/

The Heretic; Squire Weapon; Insane Wizardry

Mine has 135 base (1 less than the one you have listed :P), 101% block (7% more than you have listed), and 33 upgrades (4 more than you have. :P). Pretty damn good. :)

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  • 2 months later...
Hamster - Shop, Glitterhelm Survival/Pure Strategy Wave 15
84 base damage, 5 shots per second, +1 projectiles, 26 upgrades
14 hero/tower stats

I already got one with 105 base damage, +1 PJ and ^26

Update it

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